- Don't call secfriction() twice in the normal part of P_GetFriction().

- Fixed: The 3D floors part of P_GetFriction() did not check for friction still being set to
  ORIG_FRICTION, so it only worked with lower frictions.

SVN r3538 (trunk)
This commit is contained in:
Randy Heit 2012-04-08 04:43:19 +00:00
parent 0a8ffaecd9
commit 4d6447a55b
1 changed files with 16 additions and 14 deletions

View File

@ -488,6 +488,7 @@ int P_GetFriction (const AActor *mo, int *frictionfactor)
{
int friction = ORIG_FRICTION;
int movefactor = ORIG_FRICTION_FACTOR;
fixed_t newfriction;
const msecnode_t *m;
const sector_t *sec;
@ -498,8 +499,8 @@ int P_GetFriction (const AActor *mo, int *frictionfactor)
else if ((!(mo->flags & MF_NOGRAVITY) && mo->waterlevel > 1) ||
(mo->waterlevel == 1 && mo->z > mo->floorz + 6*FRACUNIT))
{
friction = secfriction (mo->Sector);
movefactor = secmovefac (mo->Sector) >> 1;
friction = secfriction(mo->Sector);
movefactor = secmovefac(mo->Sector) >> 1;
}
else if (var_friction && !(mo->flags & (MF_NOCLIP|MF_NOGRAVITY)))
{ // When the object is straddling sectors with the same
@ -512,16 +513,16 @@ int P_GetFriction (const AActor *mo, int *frictionfactor)
#ifdef _3DFLOORS
// 3D floors must be checked, too
for(unsigned i=0;i<sec->e->XFloor.ffloors.Size();i++)
for (unsigned i = 0; i < sec->e->XFloor.ffloors.Size(); i++)
{
F3DFloor * rover=sec->e->XFloor.ffloors[i];
if (!(rover->flags&FF_EXISTS)) continue;
if(!(rover->flags & FF_SOLID)) continue;
F3DFloor *rover = sec->e->XFloor.ffloors[i];
if (!(rover->flags & FF_EXISTS)) continue;
if (!(rover->flags & FF_SOLID)) continue;
// Player must be on top of the floor to be affected...
if(mo->z != rover->top.plane->ZatPoint(mo->x,mo->y)) continue;
fixed_t newfriction=secfriction(rover->model);
if (newfriction<friction)
if (mo->z != rover->top.plane->ZatPoint(mo->x,mo->y)) continue;
newfriction = secfriction(rover->model);
if (newfriction < friction || friction == ORIG_FRICTION)
{
friction = newfriction;
movefactor = secmovefac(rover->model);
@ -534,13 +535,14 @@ int P_GetFriction (const AActor *mo, int *frictionfactor)
{
continue;
}
if ((secfriction(sec) < friction || friction == ORIG_FRICTION) &&
(mo->z <= sec->floorplane.ZatPoint (mo->x, mo->y) ||
newfriction = secfriction(sec);
if ((newfriction < friction || friction == ORIG_FRICTION) &&
(mo->z <= sec->floorplane.ZatPoint(mo->x, mo->y) ||
(sec->GetHeightSec() != NULL &&
mo->z <= sec->heightsec->floorplane.ZatPoint (mo->x, mo->y))))
mo->z <= sec->heightsec->floorplane.ZatPoint(mo->x, mo->y))))
{
friction = secfriction (sec);
movefactor = secmovefac (sec);
friction = newfriction;
movefactor = secmovefac(sec);
}
}
}